Land — Mountain Forest
(: Add or to your mana pool.)
Cinder Glade enters the battlefield tapped unless you control two or more basic lands.
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Cinder Glade Discussion
14 hours ago
aw this deck is so sweet... i've been trying to make something like this, 3-1: Jund Minus Exert Prerelease!, is olivia mobilized for war very important?
a suggestion for you is Channeler Initiate, it's been working really well for me (I currently only have 2, am getting more). tapping for mana, while getting stronger, for only 2 is great. also helps you cast more each turn.
also, i think you may be focusing really heavily on your late game, rhonas is good, and so is honored hydra, but simply having 4 honored hydra increases your chances of getting higher cost cards stranded in hand.
some cards to stop that would be Cathartic Reunion. now, this is a terrible card to topdeck late game, but from what i see, this deck should be trying to end the game fast, instead of drawing out to a game of topdeck emrakul.
Shadow of the Grave also lets you dump cards, then get them back. i generally find them useful.
Are the cycling lands worth it? they are very nice for longer games, but since you're playing aggro (at least most of your deck is shaped that way), less cycles and more of Foreboding Ruins and Cinder Glade may help you be faster.
1 day ago
2 days ago
you have white only for dragonlord dromoka, i suggest you replace with Dragon Broodmother, fits with your atarka.
if this deck is based on ramp, you should probably fill your last 10 slots with lands so you have 24 (enough to keep you going), if this isn't budget, then stuff like Stomping Ground, Grove of the Burnwillows, Wooded Foothills. if more budget, then Cinder Glade, Game Trail.
also, why not Anger of the Gods?
4 days ago
No offense, but I wouldn't call this "optimized". What did you do to optimize it?
It's missing two fetchlands, and Canopy Vista and Cinder Glade aren't good in a deck with 6 basics. Madblind Mountain and Rupture Spire are also...mysterious choices. Madblind Mountain is worse than just basic Mountain, and Rupture Spire is certainly worse than some untapped utility land like Kessig Wolf Run, Wasteland, or Homeward Path. It's not like more color fixing is needed at this point, Rupture Spire just gives massive tempo loss for no reason.
There's a bigger problem than the land base though. The mana curve is way too high and the mana ramp way too low. I know Mayael cheats things in, but you still need 6 mana, and you can't always count on her surviving. If she doesn't stay alive, the deck just doesn't work because too many cards can't be cast.
Here's the first sample hand I generated: Wurmcoil Engine, Archetype of Endurance, Platinum Emperion, Vorinclex, Blightsteel, Spinerock Knoll, Terminus. OK, that sounds like an outlier, surely its a fluke. Nope.
Seriously, click that playtest button, play out 10~20 hands, and see how many just do nothing of significance until turn 6 or later. 10% of hands would be far too many. It's more than that. It seems to be more than half, honestly.
Look at the tier 1 lists here to get a better idea of what "optimized with no regard to price" looks like.
1 week ago
A few other lands you may want to consider running at Reliquary Tower, Gruul Turf, Cinder Glade, Rootbound Crag, Timber Gorge, and Temple of Abandon. Xenagos, the Reveler may distract from the werewolf theme, but it an excellent ramp planeswalker considering the amount of creatures you currently running. Another EDH staple you may want to consider is Elixir of Immortality, as it will cycle your graveyard in to your library. However, if you want to benefit for having creatures in your graveyard, then Kessig Cagebreakers is right up your ally. Assembled Alphas is good to scare off your opponents from swinging. Hope this helps!
3 weeks ago
Thanks for the suggestions. Here are the problems I see:
You're only running five sorceries. That combined with the fact that you ditched the Lilianas means you will struggle to get Tarmogoyf over 3/4. Sometimes 2/3.
Adding Smother seems like you're really banking on everyone playing low-cost creatures. It will be great if that's all you run into, but you will lose to Standard decks if all of your interaction is for small creatures.
Sideboard:You seem to have replaced Disdainful Stroke with Ceremonious Rejection. Rejection hits Affinity, but Stroke hits TitanShift and Tasigur. TitanShift is a much worse matchup for this deck. Also note that neither counter really hits Bant Eldrazi that well thanks to Cavern of Souls.
Shadow of Doubt and Surgical Extraction are amazing against both Tron and TitanShift, which are both bad matchups. Something as simple as T1 Thought Scour targeting opponent and Surgical Extraction targeting Cinder Glade has won me a game. The same goes for Tron.
3 weeks ago
I do question the deck focus however. Like you either go for huge land fall with creatures that benefit for it. or you go for the land discard.
This is a tried and tested deck that I built for my mate and it's so consistent.
1 month ago
Could use some work, to be honest. Cards to add:
Flooded Strand, Polluted Delta, Bloodstained Mire, Windswept Heath, Verdant Catacombs, Arid Mesa, Priest of Urabrask, Dryad Arbor, Glimpse of Nature, Ulamog, the Infinite Gyre, Emrakul, the Promised End, Sylvan Safekeeper, Primordial Sage, Lotus Petal, Mana Crypt, Mox Diamond, City of Brass, Mana Confluence, Worldly Tutor.
Things to cut: Lumbering Falls, Raging Ravine, Jace Beleren, Cinder Glade, the checklands, Mosswort Bridge, Earthcraft, your remaining basics, and most of your large creatures are underwhelming. This deck seems to have the classic Animar problem: too stompy to hold its own at TRULY competitive tables, and too commander-reliant (though that of course comes with the territory in this kind of deck).